// vim: ft=glsl noet ts=4 sw=4 sts=0
#version 330
in vec4 fcolor;
out vec4 color;
uniform float time;

void main()
{
	color = mix(fcolor,
				vec4(0, smoothstep(-2, 1, sin(gl_FragCoord.x * time) + cos(gl_FragCoord.y * time)), smoothstep(-2, 1, cos(length(gl_FragCoord)*time)), 1),
				smoothstep(-1, 1, sin(time*4)));
}

